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Focus window on touch press
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@ -64,6 +64,7 @@ And please only add new entries to the top of this list, right below the `# Unre
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- On Windows, port to `windows-sys` version 0.48.0.
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- On Web, fix pen treated as mouse input.
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- On Web, send mouse position on button release as well.
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- On Web, fix touch input not gaining or loosing focus.
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# 0.28.6
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@ -345,58 +345,73 @@ impl<T> EventLoopWindowTarget<T> {
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prevent_default,
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);
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let runner = self.runner.clone();
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let runner_touch = self.runner.clone();
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let modifiers = self.modifiers.clone();
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let has_focus_clone = has_focus.clone();
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canvas.on_mouse_press(
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move |pointer_id, position, button, active_modifiers| {
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let focus_changed =
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(!has_focus_clone.replace(true)).then_some(Event::WindowEvent {
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window_id: RootWindowId(id),
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event: WindowEvent::Focused(true),
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{
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let runner = self.runner.clone();
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let modifiers = self.modifiers.clone();
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let has_focus = has_focus.clone();
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move |pointer_id, position, button, active_modifiers| {
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let focus_changed =
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(!has_focus.replace(true)).then_some(Event::WindowEvent {
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window_id: RootWindowId(id),
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event: WindowEvent::Focused(true),
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});
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let modifiers_changed = (modifiers.get() != active_modifiers).then(|| {
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modifiers.set(active_modifiers);
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Event::WindowEvent {
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window_id: RootWindowId(id),
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event: WindowEvent::ModifiersChanged(active_modifiers.into()),
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}
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});
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let modifiers_changed = (modifiers.get() != active_modifiers).then(|| {
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modifiers.set(active_modifiers);
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Event::WindowEvent {
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window_id: RootWindowId(id),
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event: WindowEvent::ModifiersChanged(active_modifiers.into()),
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}
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});
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// A mouse down event may come in without any prior CursorMoved events,
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// therefore we should send a CursorMoved event to make sure that the
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// user code has the correct cursor position.
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runner.send_events(focus_changed.into_iter().chain(modifiers_changed).chain([
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Event::WindowEvent {
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window_id: RootWindowId(id),
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event: WindowEvent::CursorMoved {
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device_id: RootDeviceId(DeviceId(pointer_id)),
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position,
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// A mouse down event may come in without any prior CursorMoved events,
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// therefore we should send a CursorMoved event to make sure that the
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// user code has the correct cursor position.
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runner.send_events(focus_changed.into_iter().chain(modifiers_changed).chain([
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Event::WindowEvent {
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window_id: RootWindowId(id),
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event: WindowEvent::CursorMoved {
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device_id: RootDeviceId(DeviceId(pointer_id)),
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position,
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},
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},
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},
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Event::WindowEvent {
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window_id: RootWindowId(id),
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event: WindowEvent::MouseInput {
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device_id: RootDeviceId(DeviceId(pointer_id)),
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state: ElementState::Pressed,
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button,
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Event::WindowEvent {
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window_id: RootWindowId(id),
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event: WindowEvent::MouseInput {
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device_id: RootDeviceId(DeviceId(pointer_id)),
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state: ElementState::Pressed,
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button,
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},
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},
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},
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]));
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]));
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}
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},
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move |device_id, location, force| {
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runner_touch.send_event(Event::WindowEvent {
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window_id: RootWindowId(id),
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event: WindowEvent::Touch(Touch {
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id: device_id as u64,
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device_id: RootDeviceId(DeviceId(device_id)),
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phase: TouchPhase::Started,
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force: Some(force),
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location,
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}),
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});
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{
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let runner = self.runner.clone();
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let has_focus = has_focus.clone();
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move |device_id, location, force| {
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let focus_changed =
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(!has_focus.replace(true)).then_some(Event::WindowEvent {
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window_id: RootWindowId(id),
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event: WindowEvent::Focused(true),
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});
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runner.send_events(focus_changed.into_iter().chain(iter::once(
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Event::WindowEvent {
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window_id: RootWindowId(id),
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event: WindowEvent::Touch(Touch {
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id: device_id as u64,
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device_id: RootDeviceId(DeviceId(device_id)),
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phase: TouchPhase::Started,
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force: Some(force),
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location,
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}),
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},
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)));
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}
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},
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);
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